add smoother demo
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2 changed files with 177 additions and 178 deletions
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@ -1,4 +1,5 @@
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using System;
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using System;
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using System.Timers;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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@ -9,89 +10,23 @@ public class UnitySmoothEvent : UnityEvent<float>
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public class Smoother : MonoBehaviour
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public class Smoother : MonoBehaviour
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{
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{
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[SerializeField] private float threshold;
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[SerializeField, Range(1f, 10f)] private float attackSmooth = 1f;
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[SerializeField] private float attackTime;
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[SerializeField, Range(1f, 10f)] private float releaseSmooth = 1f;
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[SerializeField] private float releaseTime;
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[SerializeField] private float holdTime;
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[SerializeField] private UnitySmoothEvent onSmoothProcessed;
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[SerializeField] private UnitySmoothEvent onSmoothProcessed;
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enum State
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private float input_;
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{
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private float previous_;
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StandBy,
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Attack,
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Hold,
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Release
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};
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private State state_ = State.StandBy;
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private float attackStart_ = 0f;
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private float holdStart_ = 0f;
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private float releaseStart_ = 0f;
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private float attackValue_ = 0f;
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private bool releaseReady_ = false;
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public void OnValueChanged(float value)
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public void OnValueChanged(float value)
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{
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{
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if (CanStartAttackPhase(value))
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input_ = value;
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||||||
{
|
|
||||||
state_ = State.Attack;
|
|
||||||
Debug.Log("Attack");
|
|
||||||
attackStart_ = Time.time;
|
|
||||||
attackValue_ = value;
|
|
||||||
}
|
|
||||||
else if (CanStartReleasePhase(value))
|
|
||||||
{
|
|
||||||
state_ = State.Release;
|
|
||||||
Debug.Log("Release");
|
|
||||||
releaseStart_ = Time.time;
|
|
||||||
releaseReady_ = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
var distance = input_ - previous_;
|
||||||
var now = Time.time;
|
previous_ += distance > 0f? (1f/attackSmooth) * distance : (1f/releaseSmooth) * distance;
|
||||||
switch (state_)
|
onSmoothProcessed.Invoke(previous_);
|
||||||
{
|
|
||||||
case State.Attack:
|
|
||||||
{
|
|
||||||
var timeSinceAttackStart = now - attackStart_;
|
|
||||||
onSmoothProcessed.Invoke(attackValue_ * (timeSinceAttackStart / attackTime));
|
|
||||||
|
|
||||||
if (timeSinceAttackStart >= attackTime)
|
|
||||||
{
|
|
||||||
state_ = State.Hold;
|
|
||||||
Debug.Log("Hold");
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case State.Hold:
|
|
||||||
{
|
|
||||||
releaseReady_ = (now - holdStart_) > holdTime;
|
|
||||||
onSmoothProcessed.Invoke(attackValue_);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case State.Release:
|
|
||||||
{
|
|
||||||
var timeSinceReleaseStart = now - releaseStart_;
|
|
||||||
onSmoothProcessed.Invoke(attackValue_ * (1.0f - (timeSinceReleaseStart / releaseTime)));
|
|
||||||
if (timeSinceReleaseStart >= releaseTime)
|
|
||||||
{
|
|
||||||
state_ = State.StandBy;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool CanStartAttackPhase(float value)
|
|
||||||
{
|
|
||||||
return value < threshold && state_ == State.StandBy;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool CanStartReleasePhase(float value)
|
|
||||||
{
|
|
||||||
return state_ == State.Hold && value < threshold && releaseReady_;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue